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247 lines
12 KiB
Markdown
Executable File
247 lines
12 KiB
Markdown
Executable File
= Treasurer’s README file for Treasurer version 0.2.0 =
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== Overview ==
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* Name: Treasurer
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* Technical name: `treasurer`
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* Purpose: To provide an interface for mods which want to spawn ItemStacks randomly and an interface for mods which create new items.
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* Version: 0.2.0
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* Dependencies: none
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* License: WTFPL
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== Introduction ==
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Problem:
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There are a bunch of mods which have cool items but they won’t appear in the world by
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themselves.
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There are some mods which randomly distribute treasures into the world. Sadly, these only
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distribute the items they know—which are just the items of the mod “default” most of the
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time. The items of the other mods are completely missed.
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The reason for this is that the distributing mods can’t know what sort of items are available
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unless they explicitly depend on the mods that defines these. Viewed the other way round,
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the item-defining mods that also distribute these items into the world are limited in the
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sense that they only know one means of distributing items.
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There is a gap between defining items and distributing them. Every time a mod does both,
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flexibility is limited and expansion becomes difficult.
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To bridge this gap, Treasurer has been written. Treasurer makes it possible a) for mods to define
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treasures without bothering _how_ these are distributed into the world and b) for mods to distribute
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treasures around the world without knowledge about _what_ treasures exactly are distributed.
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== Technical side of Treasurer ==
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=== technical overview ===
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To get a working Treasurer architecture and actually get some treasures into the world,
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you need:
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* Treasurer
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* at least one treasure registration mod
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* at least one treasure spawning mod
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=== treasurer registration mod ===
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Firstly, there are the treasure registration mods (TRMs). The task of TRMs is to tell
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Treasurer which items does it have to offer, which relative appearance probabilities these
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treasures should have, how “precious” the treasure is considered (on a scale from 0 to 10)
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, optionally how big the stack of items should be and optionally how much worn out it is.
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TRMs must depend on at least two mods: On treasurer and on the mod or mods
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where the items are defined. Technically, a TRM consists of nothing more than a long
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list of “registration” function calls. While this seems trivial, the task of balancing
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out probabilties and balancing out preciousness levels of treasures is not trivial
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and it may take a long time to get right.
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It is strongly recommended that a TRM really does nothing
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more than registering treasures (and not defining items, for example). If you want
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to make your mod compatible to Treasurer, don’t change your mod, write a TRM for
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it instead.
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There is an example TRM, called “`trm_default_example`”. It registers some items
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of the default as treasures. Unsurprisingly, it depends on `treasurer` and `default`.
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=== treasurer spawning mods ===
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Secondly, there are the treasure spawning mods (TSMs). The task of a TSM is to somehow
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distribute the available treasures into the world. This is also called “treasure
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spawning”. How exactly the TSM spawns the treasures is completely up the TSM. But a
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TSM has to request Treasurer to get some random treasures to distribute. A TSM may
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optionally request to filter out treasures outside certain preciousness levels
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and groups, so the result is a bit controllable and not completely random.
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Treasurer can not guarantee to return the requestet amount of treasures, it may
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return an empty table, for two reasons:
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* There is no TRM activated. There must be at least one to work.
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* The filters filtered out everything, leaving Treasurer with an empty treasure pool
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to choose from. This problem can be fixed by installing more TRMs or by balancing the
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existing TRMs to cover as many preciousness levels as possible. It also may be that
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the range specified by the TSM was too small. It is recommended to keep the
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requested range at least of a size of 1. Treasurer does, however, guarantee that
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the returned treasures are always in the requested bounds.
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A TSM has to at least depend on Treasurer.
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Unlike for TRMs, it may not be a problem to also do some other stuff than just
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spawning treasures if it seems feasible. You may choose to make your TSM fully
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dependant on Treasure, then it won’t work without Treasurer. You may also choose
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to only add an optional dependency on Treasurer. For this to work, your mod must
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now select its own treasures, which of course will only come from a rather limited
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pool.
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To check if the Treasurer mod is installed, you can use something like this in
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your code:
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```
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if(minetest.get_modpath("treasurer")~=nil) then
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-- Treasurer is installed.
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-- You can call Treasurer’s functions here.
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else
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-- Treasurer is not installed.
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-- You may write your replacement code here.
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-- You can not call Treasurer’s funcitons here.
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end
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```
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There are two example TSMs. The first one is a very basic one and called “`tsm_gift_example`”.
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It gives a “welcome gift” (1 random treasure) to players who just joined the server
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or who respawn. The preciousness and group filters are not used. It does only depend on
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Treasurer. The second one is called “`tsm_chests_example`” and pretty advanced for an example.
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It places chests of the mod “default” between 20 and 200 node lenghts below the water
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surface and puts 1-6 random treasures into these. The lower the chest, the higher
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the preciousness. It depends on treasurer and default (for the chests, of course).
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=== Recap ===
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TRMs define treasures, TSMs spawn them. Treasurer manages the pool of available treasures.
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TRMs and TSMs do not have to know anything from each other.
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TRMs and TSMs do not neccessarily have to change any line of code of other mods to function.
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Treasurer depends on nothing.
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Important: It should always only be neccessary for TRMs and TSMs to depend on Treasurer.
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All other mods do NOT HAVE TO and SHOULD NOT depend on Treasurer.
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=== Treasure attributes ===
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This section explains the various attributes a treasure can have.
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==== Rarity ====
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Rarity in Treasurer works in a pretty primitive way: The relative rarities of all
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treasures from the treasure pool are simply all added up. The probabilitiy of one
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certain treasure is then simply the rarity value divided by the sum.
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==== Preciousness ====
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How “precious” an item is, is highly subjective and also not always easy to categorize.
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Preciousness in Treasurer’s terms should be therefore viewed as “utility” or as
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“reward level” or “strength” or even “beauty” or whatever positive attributes you can
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think of for items. See the text file `GROUPS_AND_PRECIOUSNESS` for a rough
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guideline.
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So, if you create a TRM and your treasure is something you want the player work
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hard for, assign it a high preciousness. Everyday items that are already easy to
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obtain in normal gameplay certainly deserve a lower precious than items that are
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expensive to craft.
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If your treasure consists of a powerful
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item, assign it a high preciousness. When in doubt, try to value gameplay over
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personal taste. Remember that TSMs can (and will!) filter out treasures based
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on their preciousness.
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For TSM authors, consider preciousness this way: If the trouble the player has
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to get through to in order to obtain the treasure is high, better filter
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out unprecious treasures. If your TSM distributes many treasures all over the world and these
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are easy to obtain, filter out precious treasures.
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TSMs also can just completely ignore preciousness, then the given treasures base
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on sheer luck.
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==== Treasurer groups ====
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Every treasure can be assigned to a group. These groups are specific to Treasurer only.
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The idea is that treasures which share a common property are member of the same group.
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All groups have a name by which they are identified.
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For example, if there are apples, plums, pears and oranges and those items can be
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eaten for health, all those treasures would be members of the group “food”.
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The group system can be used to further narrow down the treasure pool from which you
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want Treasurer to return treasures. This makes it more interesting than just using
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an one-dimensional preciousness scale.
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Using the groups system is entirely optional. If your TRM does not specify any group,
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your treasure will be assigned to the group “default”. It is not possible for a treasure
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to not belong to any group. If your TSM does not specify a group parameter, Treasurer
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will use all groups.
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While not using groups as a TSM may be perfectly okay, not using groups as a TRM is
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not recommended, because TSM which filter by groups may “overlook” your treasure,
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even if it would actually fit, simply because you didn’t assign it to a specific group.
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Note that Treasurer groups are completely distinct from Minetest’s group system.
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You can basically invent your own groups on the fly, but it is strongly recommended that you
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use the groups suggested in the text file `GROUPS_AND_PRECIOUSNESS` whenever possible, for
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maximum portability of your TSM. The text file also has a rough guideline for finding
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appropriate values for the preciousness.
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==== Recap ====
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Rarity determines the chance of a treasure, whereas preciousness determines
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the difficulty to obtain it. Group
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== Overview of examples ==
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- `trm_default_example` - registers items of default mod
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- `tsm_chests_example` - spawns chests (from the default mod)
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- `tsm_gift_example` - gives one treasure as a “welcome gift” to joined or respawned players
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== Treasurer API documentation ==
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=== API documentation for treasure registration mods ===
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The API consists of one function, which is called “`treasurer.register_treasure`”.
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==== `treasurer.register_treasure` ====
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Registers a new treasure (this means the treasure will be ready to be spawned by treasure spawning mods).
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This function does some basic parameter checking to catch the most obvious
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mistakes. If invalid parameters have been passed, the input is rejected and
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the function returns false. However, it does not cover every possible
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mistake, so some invalid treasures may slip through.
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Rarity does not imply preciousness. A rare treasure may not neccessarily a
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very precious one. A treasure chest with scorched stuff inside may be very
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rare, but it’s certainly also very unprecious.
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===== Parameters =====
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* `name`: name of resulting `ItemStack`, e.g. “`mymod:item`”
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* `rarity`: rarity of treasure on a scale from 0 to 1 (inclusive). lower = rarer
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* `preciousness` : subjective preciousness on a scale from 0 to 10 (inclusive). higher = more precious.
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* `count`: optional value which specifies the multiplicity of the item. Default is 1. See `count` syntax help in this file.
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* `wear`: optional value which specifies the wear of the item. Default is 0, which disables the wear. See `wear` syntax help in this file.
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* `treasurer_groups`: an optional table of group names to assign this treasure to. If omitted, the treasure is added to the default group.
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===== Return value =====
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`true` on success, `false` on failure.
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=== data formats ===
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format of count type:
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==== `count` ====
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A `count` can be a number or a table
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* `number`: it’s always so many times
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* `{min, max}`: it’s pseudorandomly between `min` and `max` times, `math.random` will be used to chose the value
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* `{min, max, prob_func}`: it’s between `min` and `max` times, and the value is given by `prob_func` (see below)
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==== `wear` ====
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Completely analogous to `count`.
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==== Format of `prob_func` function ====
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There are no parameters.
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It returns a random or pseudorandom number between 0 (inclusive) and 1 (exclusive).
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`prob_func` is entirely optional, if it’s not used, treasurer will
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default to using `math.random`. You can use `prob_func` to define your own
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“randomness” function, in case you don’t wish your values to be evenly
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distributed.
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=== API documentation for treasure spawning mods ===
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The API consists of one function, called “`treasurer.select_random_treasures`”.
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==== `treasurer.select_random_treasures` ====
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Request some treasures from treasurer.
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===== Parameters =====
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* `count`: (optional) amount of treasures. If this value is `nil`, Treasurer assumes a default of 1.
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* `minimal_preciousness`: (optional) don’t consider treasures with a lower preciousness. If `nil`, there’s no lower bound.
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* `maximum_preciousness`: (optional) don’t consider treasures with a higher preciousness. If `nil`, there’s no upper bound.
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* `treasurer_group`: (optional): Only consider treasures which are members of at least one of the members of the provided Treasurer group table. `nil` = consider all groups
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===== Return value =====
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A table of `ItemStacks` (the requested treasures). It may be empty.
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